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Version 13 Feature Vote

Hello wonderful Patreon supporter community!

Now that Foundry Virtual Tabletop Version 12 has achieved a stable release, we will begin turning our focus towards planning and prioritization for Version 13. Most of our effort over the coming month will be invested towards ongoing maintenance and further refinement of V12, but in the background we will be planning ahead for what we are going to develop for Version 13.

As with each major version of Foundry Virtual Tabletop it is up to YOU, our fantastic Patreon Community, to vote on one of the major features we will prioritize in this upcoming version.

Poll Options

Please read the following article for a description of each feature offered in the poll and some perspective on other key investment areas we anticipate prioritizing in Version 13.

https://foundryvtt.com/article/v13-patreon-vote/

Choices are listed alphabetically below. Details about what each would entail are provided in the article linked above. Please vote for any features which you would be excited to see added to Foundry Virtual Tabletop Version 13.

We encourage all of you to join the discussion about this vote and share your thoughts in the comment section of this poll or in the #v13-feature-vote channel of our official Discord server (https://discord.gg/foundryvtt).

Poll Rules

During the V12 prioritization poll we experimented with a new method of polling by allowing supporters to vote for as many features as they wish rather than only one. While this is not quite as ideal as something like ranked choice voting, we feel it produced a more fair outcome to the previous poll than the single-choice framework.

We look forward to seeing which features are most popular and we look forward to creating the winning feature in Version 13!

Comments

I'm glad that Token Drag Measurement won because 1) It's pretty core to many role play systems (though obviously not all) 2) It's another "Lay the groundwork" improvement that'll support Terrain and Cover (If that ever comes back up for vote, surprised it wasn't on this pole given it was second by a single vote last time)

Velinion

I really want to see a player side client that is less heafty on their machines.

Miki

To be fair, it is suuuper easy to bypass the 1 client connection per user, and do it frequently. Just remove the 'disabled' parameter in the debug tools next to a logged in user and you can connect as them with 2 clients. I've never had any weird conflicts with doing so, and dunno why they dont just allow it by default. For this to work they would have to log in on the phone first though, as you cant access those tools on a phone afaik.

Gyro

I think MOST of those things are doable with a module already, so I'd definitely favor some of the stuff that isn't currently implemented in any way, like the special effect regions.

Hawk

I voted for client as well.

John Mulloy

I'm assuming that with the use of Scene Regions you can do some of that (terrain specifically) Cover.... mmmm

Anile_000

#2 & 7 are things I think should be a core feature, but I know there are addons already that do a good job of it. Did you guy end up working on systems for all of the vote options from the last round? There was some good stuff in there, all of which I'd like to see at some point.

David Wild

I've been thinking more about Canvas Cards, and I'm wondering if this should actually be something broader than just Cards. This thought came up as I was thinking about the game Illimat. The game has several interactive components. There are the Cards of course, with which you create fields of cards, potential stock piles in those fields, cards placed below other cards, or even restrictions on what "moves" you can make in a given field. Then there are also other interactive elements such as rotating the Illimat in the center of the board to change the "season" of each field (thus changing what restrictions each field has), or collecting an okus (a non-actor token) as a reward. All of this to say that as a broader concept, perhaps the Canvas Cards feature isn't actually just about Cards, but about *any* sort of interactive game components. If so, I wonder if that might broaden the appeal of the feature in this poll. If not, I think it might be a missed opportunity to broaden Foundry's scope of what type of games can be played on it.

Kristian Serrano

I'm nearly certain that what's being offered is not a fat client though, it's just another custom Electron browser with a few custom settings, similar to running the Electron app version of Foundry but only able to connect to a remote server. The only reason this would result in meaningful performance improvements is if your players' regular browsers are misconfigured or bogged down by extensions/addons.

Andrew

I'm slightly disappointed that "scene types" from the v12 vote is no longer an option. Improving FoundryVTT's theatre of the mind capabilities would be nice.

Marco Neumann

Look at the touch portal app for your phone/tablet. It is a great interface for some of what you mentioned doing. It has a great interface. I've used it with Foundry and have been very pleased with how it performs.

David Berg

Sorry, #feature-suggestions instead.

Andrew

Interesting idea, I have no framework for understanding how challenging that would be to do. But this isn't a poll to solicit ideas and it also isn't intended to be an exhaustive list of things they're considering adding in the next version, it's just a tiebreaker for things on the bubble for inclusion. Seems like your idea would be something worth dropping into the #feature-requests channel of the Discord, rather than here where it likely won't be acted upon.

Andrew

So I have voted for "Player Client", but I'm not actually sure that this is the right way to go. I honestly think that we need to open Foundry with an API for "Acting as a User". Most player's vision of "playing on their phone" is to have the phone up alongside the desktop client. They want an accessible controller, a way to interact with the canvas, without touching it. They want to play on a shared TV or a "TV Tabletop" without also needing laptops in front of them. I think even a basic API would be a bigger win than everything on this list.

Gaëtan Perrault

I think there's a disconnect here between the two sides. The core problem here is that Foundry is currently limited to "one user per browser connection". The character sheet is designed to operate within the context of the logged in user. In fact, everything is designed this way, I cannot act in any other way. There's no API for remotely "acting as" a user. If Foundry provided such an API, it would at least empower system developers who wanted to support other modes of access. I wouldn't expect it to affect the existing sheets. It's likely not a "redesign". Every system that wanted to support mobile would likely need to create a new mobile sheet that leveraged the API instead of the desktop browser. But that's just for systems that want to support it. I don't expect Foundry to force every system to support this thing, that would be silly. Yes, Andrew, it would be more work, but to Ian's point, it would be some of the most popular player-centric work in the last couple of years. "Sheets on my phone" is the number one player requested feature at all of my tables. Every single item on the list above is less important to my players than "Sheets on my phone".

Gaëtan Perrault

What happened to Terrain and Cover?

Robert Kemp

based on experience, a few of my players were having performance issue with foundry and since they are using theRipper93' foundry client, they claim to have better performances. compared to a web browser, I think that a fat client can take better benefits of the O.S. features, because it has more rights than a web player... This might not be anymore the case since I learned that a few years ago though

Frederic Meulenijzer

A player client is unlikely to affect the system requirements for running Foundry - fundamentally, the player client will basically just be a custom browser, and the bits of Foundry which use significant resources (i.e. drawing the canvas and the lighting engine) are going to be working pretty much the same.

Michael Chester

The sheets not being designed with mobile in mind is precisely the problem. Right now, screens under laptop size are explicitly not supported, so when system developers design their sheets, they design them for large screens. Getting mostly-unpaid volunteer system developers (like me) to go back and redesign all their sheets for small screens for all 300+ current systems, plus all the systems that get built in the meantime, is not a realistic expectation. It might happen someday, but small screen support isn't anywhere on the roadmap and they've said so multiple times.

Andrew

My first vote is for a fat client that would allow smaller configuration to cope with foundry as this is one of the frequent encountered roll20 GMs points, On top of that lots of my players have smaller configurations. I have then voted for features that are now available through modules to have smoother upgrade path. In the last major releases, the support for modules bringing vital features has been dropped. Was it due to breaking changes ? I don't know, but I'd feel better having some features within the core system and opening it to systems developper the ability to integrate it with their systems.

Frederic Meulenijzer

I think the manual fog of war is a big one. While I prefer having autmatic fov using walls, it's os much easier to just upload an image and not have to do anything but reveal stuff manually up ahead.

Arne Sahlberg

Well to be clear I don't want the whole game in mobile. Just the ability for players to access actor sheets and maybe log entries.

Ian Murphy

They've stated that they're working on making touch more viable for tablet usage, but mobile isn't happening. No one is going to remake the whole interface for small screens and you'll never get all the system designers to rework all their entire interfaces for small screens. There's a good reason mobile is explicitly unsupported, even setting aside that most mobile SoCs don't have the GPU horsepower anyway

Andrew

Document Tags and Token Drag Measurement. Yes, there are modules for that (same for practically every other choice except client), but both features would profit tremendously from built-in solution, way more than any other on the list in my opinion. Token Effects Animation with shader based animations sounds cool, so is a close 3rd choice, but I feel as it's not as important (at least for me) as the other two I selected. Player Client sounds nice, would alleviate some issues... but to be honest I would not pick it over other choices in this poll (maybe second to last, before manual FoW)

Forien

Character creators are entirely system-based and would have very little to do with core Foundry support. Any system could hypothetically add one right now, if they want to put in the work.

Andrew

Let the card play begin!-)

Guoccamolé

A better card feature would expand foundry's market and greatly benefit users by making it a platform for board games. This poll has a lot of really nice QOL options, but cards are something that have incredible potential if just given a little love and attention.

David Berg

I would settle for just “[Canvas] Cards” and “[Document] Tags” (along with the mandatory infrastructure bits).

Guoccamolé

+1 Canvas Cards for Savage Worlds, but for Torg Eternity and card games in general. FoundryVTT has potential for tabletop games as well, I believe.

Guoccamolé

How so? I’m not seeing the connection. How would you use or leverage tags for character creator?

Guoccamolé

+1 on infrastructure to empower community over cosmetics already covered by modules. Sure it would be great to trim the “essential” modules, but empowering the community with seeds that can grow over time will bear valuable fruit.

Guoccamolé

My main consideration when voting is how implementation into core could be built upon by module devs. Document tags beyond helping with organization would be a powerful tool for devs to use for their modules. I imagine with the token effects people would build cool effects either as standalone modules or implemented into their system.

UwU

Manual fog of war would be great. What I really want is a mobile client

Ian Murphy

Absolutely agree. While it would be nice for token effects to be brought into the main game instead of relying on a module for stability and performance reasons, I think the scene region effects would be much more important.

Gage Eakins

It's mostly because most people don't use fog of war. The automated system works perfectly fine for most people.

Gage Eakins

My guess is it's probably too big of a feature for v13 because of the other focuses. It will probably be in the v14 poll.

Gage Eakins

Yeah, I too would rather have manual fog of war than the current leading option, token drag measurement. There's already a fairly well working community module for the latter, but the ones for the former keep getting abandoned between versions and every new one has other weird bugs.

Sven “DrMcCoy” Hesse

Perhaps with document tags, we can finally make a character creator viable?

Matthijs Bouma

Been asking for Manual Fog of War for 4 versions now....

Andrew Gover

I joined this month just to vote for Canvas Cards. As a Savage Worlds player, this is a feature that would add a great deal of utility and "tabletop familiarity" to how my games would be run.

James Dawsey

Special effects regions FTW! Drag ruler already handles drag measurement perfectly and there are a boatload of mods that provide turn markers. Special effects inside dungeons and other areas that shouldn't be lit up would be a huge deal.

Nathanael Horsley

I can't wait for fog of war parity with the main competitor to continue to never be reached :(

Brendan McCoy

What about Terrain and Cover, which didn't make it into v12?

Christopher Allbritton

Drag measurement and Turn Markers for me. Special Effect Regions would be great and has a high level of features promised. Anything but Player Client which people don't understand won't fix their issues.

Oliver Warlow


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